
uniform sampler2D photoImg;

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
    vec2 uv = fragCoord.xy / iResolution.xy;
    float offset = 0.3;
    if (uv.y>offset&&uv.y<0.5625+offset) {
        vec4 color = texture2D(photoImg, uv.xy);
        fragColor = color;
    }else{
        vec4 color = vec4(1.0,1.0,1.0,0.0);
        fragColor = color;
    }
//    if(photouv.x >0.0 && photouv.x <1.0 && photouv.y > 0.0 && photouv.y < 1.0){
//        vec4 color = texture2D(photoImg, photouv.xy);
//        fragColor = color;
//    }else{
//        vec4 color = vec4(1.0,1.0,1.0,1.0);
//        fragColor = color;
//    }
  
}


